Application (pre-grant publication)
DYNAMIC WEIGHT ADJUSTMENT FOR MOTION CONTROL VIA MULTI-OBJECTIVE REINFORCEMENT LEARNING
- Number
- 20260212200
- Published
- 2026-07-23
- Filed
- 2026-01-22
- Assignee
- DISNEY ENTERPRISES, INC.
- Inventors
- BÄCHER; Moritz Niklaus, KNOOP; Lars Espen, GRANDIA; Ruben Jelle, SERIFI; Agon, ALEGRE; Lucas Nunes, CAO; David Benjamin
- CPC
- G06N3/006; G06N3/092; G06N3/008; G06N3/044; G06N3/045; G06N3/047; G06N3/0475; G06N3/08; G06N3/084; G06N3/088; G06N7/01; G06N20/00
- Verdict
- High Notable software
- First reported
- 2026-W30 (2026-07-24)
- Source
- Google Patents · FreePatentsOnline
The keeper's note
One embodiment of the present invention sets forth a technique for controlling motion in an articulated object.
Abstract
One embodiment of the present invention sets forth a technique for controlling motion in an articulated object. The technique includes generating, via execution of a machine learning model based on a first state of the articulated object at a first time step, a first plurality of weights for a plurality of rewards, and determining (i) one or more actions at the first time step based on the first plurality of weights and (ii) a second state of the articulated object at a second time step based on the first state and the action(s). The technique also includes generating, via execution of the machine learning model based on the second state, a second plurality of weights for the plurality of rewards, and determining one or more additional actions based on the second plurality of weights. The technique further includes generating the motion based on the action(s) and additional action(s).
Background
BACKGROUND Field of the Various Embodiments
Embodiments of the present disclosure relate generally to motion tracking and reinforcement learning and, more specifically, to dynamic weight adjustment for motion control via multi-objective reinforcement learning. Description of the Related Art
Physics-based character control is a technique for generating motion in physical and/or virtual characters in a physically realistic and robust manner. To achieve this type of motion, a controller computes actions (e.g., joint torques, target positions, actuator commands, etc.) that cause a character to move in a desired manner while respecting physics constraints such as (but not limited to) gravity, momentum, friction, and/or contact forces. The actions are used to update joints of the character and produce physically plausible motion in a robot, game, animation, simulation, and/or another application involving the character.
Existing approaches for performing physics-based character control include the use of reinforcement learning (RL) to train a control policy to output actions that maximize a reward function. The reward function can include one or more objectives related to the accuracy with which a reference motion is tracked. When multiple objectives are included in the reward function, a set of weights is used to control the relative priorities and/or effects of the objectives on the outputted actions.
However, these approaches have traditionally used r